Daggerfall Campaign [4e]

Johnnii

Explorer
Greetings and salutations! I'm on the planning stage of a campaign that is sort of an implementation of Iliac Bay in the 4e PoL setting, and the storyline of the Daggerfall game. The main theme will be political intrigue, and a large degree of freedom to the players to roam the land, sandbox-style.

Privateer's Hold, the starting dungeon of the game, will also be featured as the first adventure of the campaign (modified of course), where the players are stranded and have to escape.

So to flesh out Iliac Bay, I would like to know some opinions from those others who played the game what areas/quests/dungeons/factions/npcs you found intriguing during your gameplay?
 
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Thank you for the link, it will be an excellent reference.

This is how Privateer's Hold will look in my game. Names from TES games have been inserted here on purpose.

History: Privateer's Hold was the secret hideout of the infamous pirate king Balfix some decades ago. Located inside the cliffs along the shoreline of Iliac Bay, the pirates departed for raiding via a series of underwater caves. The "pirate gang" eventually died out after a series of less succesful raids which ultimately led to Balfix own death and the disbanding of the pirates. The Hold has stood empty since then, until recently...
A young blue dragon, named Tosarax and a spawn of Skakmat, have found Privateer's Hold, and decided to form it as his lair. Aided by a band of kobolds, they dug an access between the surface and the Hold. Here the blue wyrm indulges in "piracy" as means to build up his hoard. All the while his kobolds worships him and act as a guard force.

Player introduction: The players are on their way to Iliac Bay for various reasons as adventurers. As it happens, their travelling via boat, along some previously mentioned cliffs... Of course, Tosarax makes his appearance and strikes against the boat. The dragon concentrates his attacks on destroying the boat rather than engage combat with the PCs. The outcome will be that the PCs have to grab on to some floating debris and escape the best they can while the blue wyrm loots the boat.
The currents will take them to Privateer's Hold, namely to the underwater caves where the boats of the pirates used to be held. They now have to make it to the surface from here, in the very lair of the threat they managed to escape from.
 

Lorkhan, Kagrenac and the Numidium

Lore:Lorkhan - UESPWiki

Lore:People K - UESPWiki

Lore:Numidium - UESPWiki

PoL version:

Lorkhan: Lorkhan, commonly known as The Trickster, is a well-known name in dwarven myth. Lorkhan was a Primordial, but a very weak one and possessed more sly behavior than raw elemental power. It was actually he who convinced and tricked Moradin, creator of the dwarves, to give his creation to the primordials. Who in turn gave them to their own creation, the Giants, as slaves during the Age of Chains.
When the Primeval War began, and the gods went to battle the Primordials, Moradin went completely furious when he learned what his creation was being used for. During his liberation of the dwarves, he and his liberated dwarves confronted Lorkhan. The Tricksters lies and deceptions didn't work a second time and the Primordial was smashed by the Soulforger and his shattered carcass cast deep beneath the mountains. Despite killing a weak primordial, killing a primordial is an enduring feat even for a god and so Moradin returned to Mount Celestia to aid the war effort with crafting weapons and armor instead.
After the war, the dwarves were finally free to forge a destiny of their own. And so they dug out kingdoms beneath the earth and mined precious metals and gems.

Kagrenac and the Heart of Lorkhan: Kagrenac is mentioned as a High Priest in the dwarven society, but also a magnificient crafter and geologist. Descriptions of Kagnerac and his associates would indicate that they could have been the first Artificiers in known history. Indeed, some of the knowledge that founds the Society of Imperial Artificers of the Nerathi Empire stems from the works of this particular dwarf.
Digging deep in the earth, Kagrenac uncover the remains of Lorkhan and manage to find an intact essence of Lorkhan; his heart. Seeing great potential in this excavation, he and his fellows start to craft the Brass God, known in the modern age as the Numidium. They intend to power this creation with the very Heart of Lorkhan.

The Numidium: The Brass God was in it's core a gigantic golem; a forged body with an elemental spark to give it sentience (which was the heart of a primordial in this case). However, since the spark was such a powerful item, the existence of the Brass God was much more than just an automaton; it's essence represented creation and destruction in it's rawest form and could be considered a material god walking the natural world.
Whether Lorkhan still had some influence of trickery or that simply Kagrenac became mad with power, the tales tell that Kagrenac tried to conquer the known world with the Brass God on the leash. Apparently, just working with the Heart had altered the High Priest and his associates to the status similiar of demigods.
Kagrenac, his host and his creation was finally defeated after causing many downfalls of dwarven kingdoms. The tales describing this defeat varies though, but the most common one is that of divine intervention shattering the Brass God and taking the dwarven artificiers with them in the destruction.
 

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